









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 17 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by mutilator at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:23 / 46Killed by investigator at level 2 on the 74th Pyre 122nd year of Ascendancy at 22:00 Killed by Poradata the sick wolf at level 6 on the 76th Pyre 122nd year of Ascendancy at 15:19 Killed by Poradata the sick wolf at level 6 on the 76th Pyre 122nd year of Ascendancy at 15:28 Killed by Poradata the sick wolf at level 6 on the 76th Pyre 122nd year of Ascendancy at 15:38 Killed by gloomy giant venus flytrap at level 6 on the 76th Pyre 122nd year of Ascendancy at 16:28 Killed by Glulle the sick cave bear at level 6 on the 76th Pyre 122nd year of Ascendancy at 23:49 Killed by Ce'Nolle the rattlesnake at level 8 on the 79th Pyre 122nd year of Ascendancy at 22:14 Killed by Ce'Nolle the rattlesnake at level 8 on the 79th Pyre 122nd year of Ascendancy at 22:28 Killed by Ce'Nolle the rattlesnake at level 8 on the 79th Pyre 122nd year of Ascendancy at 22:41 Killed by Ce'Nolle the rattlesnake at level 8 on the 79th Pyre 122nd year of Ascendancy at 22:55 Killed by Polutta the rattlesnake at level 9 on the 1st Mirth 122nd year of Ascendancy at 19:03 Killed by Thdir the thalore at level 15 on the 5th Dusk 122nd year of Ascendancy at 15:26 Killed by Thdir the thalore at level 15 on the 5th Dusk 122nd year of Ascendancy at 15:52 Killed by worm that walks at level 15 on the 9th Dusk 122nd year of Ascendancy at 09:47 Killed by worm that walks at level 15 on the 9th Dusk 122nd year of Ascendancy at 10:14 Killed by Emelabeth the Guardian at level 15 on the 9th Dusk 122nd year of Ascendancy at 12:48 Killed by Silalramira the Guardian at level 15 on the 9th Dusk 122nd year of Ascendancy at 15:26 Killed by Yveralaith the Guardian at level 16 on the 9th Dusk 122nd year of Ascendancy at 17:58 Killed by Yveralaith the Guardian at level 16 on the 9th Dusk 122nd year of Ascendancy at 18:27 Killed by Yveralaith the Guardian at level 16 on the 9th Dusk 122nd year of Ascendancy at 20:30 Killed by Yvekira the Guardian at level 16 on the 9th Dusk 122nd year of Ascendancy at 22:27 Killed by Xeruna the Guardian at level 16 on the 10th Dusk 122nd year of Ascendancy at 01:40 Killed by Emelabeth the Guardian at level 16 on the 10th Dusk 122nd year of Ascendancy at 06:46 Killed by Elesadosi the shalore at level 16 on the 26th Dusk 122nd year of Ascendancy at 08:39 Killed by Roric the halfling at level 16 on the 26th Dusk 122nd year of Ascendancy at 08:49 Killed by Tomikgu the halfling at level 16 on the 26th Dusk 122nd year of Ascendancy at 09:01 Killed by Roric the halfling at level 16 on the 26th Dusk 122nd year of Ascendancy at 09:13 Killed by Elesadosi the shalore at level 16 on the 26th Dusk 122nd year of Ascendancy at 09:33 Killed by Glynn the elven tempest at level 16 on the 28th Dusk 122nd year of Ascendancy at 09:07 Killed by ultimate gwelgoroth at level 16 on the 28th Dusk 122nd year of Ascendancy at 15:57 Killed by Glivena the gwelgoroth at level 16 on the 28th Dusk 122nd year of Ascendancy at 17:59 Killed by Zubelle the greater gwelgoroth at level 16 on the 28th Dusk 122nd year of Ascendancy at 20:21 Killed by Zubelle the greater gwelgoroth at level 16 on the 28th Dusk 122nd year of Ascendancy at 20:46 Killed by elven cultist at level 16 on the 29th Dusk 122nd year of Ascendancy at 03:32 Killed by elven cultist at level 16 on the 29th Dusk 122nd year of Ascendancy at 03:42 Killed by elven cultist at level 16 on the 29th Dusk 122nd year of Ascendancy at 05:12 Killed by elven blood mage at level 16 on the 29th Dusk 122nd year of Ascendancy at 05:52 Killed by Grand Corruptor at level 16 on the 29th Dusk 122nd year of Ascendancy at 06:54 Killed by Getta the elven mage at level 16 on the 29th Dusk 122nd year of Ascendancy at 07:09 Killed by Getta the elven mage at level 16 on the 29th Dusk 122nd year of Ascendancy at 07:19 Killed by Getta the elven mage at level 16 on the 29th Dusk 122nd year of Ascendancy at 07:39 Killed by Protector Myssil at level 17 on the 29th Dusk 122nd year of Ascendancy at 09:01 Killed by Protector Myssil at level 17 on the 29th Dusk 122nd year of Ascendancy at 09:19 Killed by Grand Corruptor at level 17 on the 29th Dusk 122nd year of Ascendancy at 10:10 Killed by Ardomi the halfling at level 17 on the 46th Dusk 122nd year of Ascendancy at 17:29 |
Primary Stats
| Strength | 44 (base 44) |
| Dexterity | 13 (base 10) |
| Constitution | 35 (base 26) |
| Magic | 19 (base 19) |
| Willpower | 15 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | 530/530 |
| Positive | 96/98 |
| Stamina | 160/160 |
| Vim | 172/172 |
| Healing Factor | 1.3829268292683 |
| Regeneration | 11.563061701427 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 22 |
| Crit Chance | 23% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Blight | +24% |
| Physical | +3% |
| Darkness | +15% |
Offense: Damage Penetration
| Blight | +25% |
| Lightning | +5% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 42.723073231957 (93.924050632911%) |
| Defense | 23 |
| Ranged Defense | 24 |
| Fatigue | 19 |
| Physical Save | 30 |
| Spell Save | 34 |
| Mental Save | 16 |
Defense: Resistances
| Nature | + 3%( 70%) |
| Acid | + 25%( 70%) |
| Light | + 30%( 70%) |
| Darkness | + 21%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 15%( 70%) |
| Fire | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Teleport Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.54 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by Norgos, the Frozen. Escort: repented thief (level 3 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (60 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Fogimmortal the iron helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +12% darkness Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | gold ring 'Getirak'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight Changes resistances penetration: +25% blight Changes damage: +24% blight Maximum encumbrance: +29 Rings can have magical properties. |
| On fingers | savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+5 eff.) Rings can have magical properties. |
| Around waist | rough leather belt 'Chargewake'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% nature / +5% arcane / +3% darkness Changes resistances penetration: +5% lightning Changes damage: +3% lightning Stealth bonus: +6 A belt that goes around your waist. |
| In main hand | steel greatsword 'Flashkiss' (32.5-52 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.5 - 52.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +20 insidious poison / +7 nature / +4 light When wielded/worn: Changes stats: +5 Wil / +2 Con Massive two-handed swords. |
| On hands | Chalogolach the rough leather gloves (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +4 Con Changes damage: +3% physical Physical save: +6 (+3 eff.) Life regen: +0.80 Healing mod.: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Korurig (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Changes stats: +3 Con Changes resistances: +19% acid / +5% arcane / +12% blight Spell save: +30 (+12 eff.) A suit of armour made of metal plates. |
| Cloak | Mayemina the Searbiter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% acid / +3% fire / +5% arcane / +9% darkness Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | NightvagrantPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +1 Dex Changes resistances: +6% darkness Changes damage: +3% darkness Talent masteries: +0.34 Corruption / Heart of Fire +0.34 Corruption / Fearfire Reduces incoming crit damage: 5.00% Teleport immunity: +50% Life regen: +2.30 It can be used to teleport you randomly (rad 46), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Inventory
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+5 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
inquisitor's dwarven-steel greatsword of crippling (36-57.6 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 21 arcane resource burn On weapon crit: * cripple the target * burns latent spell energy When wielded/worn: Physical crit. chance: +10.0% Massive two-handed swords. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
brawler's iron gauntlets of dispersion (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +3 Str / +2 Dex / +4 Mag / +4 Wil / +3 Cun Changes resistances: +4% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
iron mail armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% acid A suit of armour made of mail. |
spiked iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
59 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Exploration mode)
Destroyed the Ziguranth camp with your Rhaloren allies.By Rmoadr the Cornac Doombringer level 17
29th Dusk 122nd year of Ascendancy at 09:27 see stats
Hell has no fury like a demon scorned! (Exploration mode)
Escaped the Searing Halls.By Rmoadr the Cornac Doombringer level 6
76th Pyre 122nd year of Ascendancy at 14:55 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Rmoadr the Cornac Doombringer level 10
2nd Mirth 122nd year of Ascendancy at 05:42 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Rmoadr the Cornac Doombringer level 15
8th Dusk 122nd year of Ascendancy at 05:21 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Rmoadr the Cornac Doombringer level 10
6th Mirth 122nd year of Ascendancy at 18:23 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Rmoadr the Cornac Doombringer level 16
11st Dusk 122nd year of Ascendancy at 00:55 see stats
Log
Today is the 46th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
Ran for 3 turns (stop reason: hostile spotted to the northeast (ziguranth patrol)).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Ardomi the halfling uses Luck of the Little Folk.
Ardomi the halfling seems more aware.
Ran for 6 turns (stop reason: hostile spotted to the southwest (Ardomi the halfling)).
Ardomi the halfling uses Shadow Shot.
Rmoadr is surrounded by a thick smoke.
Ardomi the halfling's Shadow Shot hits Rmoadr for 178 physical, 17 cold, 12 nature, 12 temporal (219 total damage).
Ardomi the halfling uses Steady Shot.
Ardomi the halfling's Steady Shot hits Rmoadr for 176 physical, 17 cold, 12 nature, 12 temporal (217 total damage).
Rmoadr misses Ardomi the halfling.
Ardomi the halfling uses Headshot.
Ardomi the halfling's Headshot hits Rmoadr for 278 physical damage.
Rmoadr the level 17 cornac doombringer was stabbed to death by Ardomi the halfling on level 1 of Ambush!.
The smoke around Rmoadr dissipate.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ardomi the halfling's Headshot killed Rmoadr!
Ran for 3 turns (stop reason: interesting character).
Saving done.























































































